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Monday, 21 March 2011

In my reverie as I sit here at my computer, idly whiling away a few minutes of time that are not filled with work or the cares of the daily world, my thoughts have turned to my portable wargame rules … or as I now call them, my Portable Wargame rules (note the use of the capital letters; the name has moved from a mere description to become their working title).

Portable has more than one meaning. Most people understand it to mean ‘easily or conveniently transported’, and this was the original meaning I had in mind when I started its design process but … some years ago I used to teach Information Technology (i.e. using and developing computer applications), and in that world portable – more precisely portability – means ‘ the degree to which a program can be transferred from one operating system to another without too much disruption and/or loss of functionality’.

Now wargames rules have a lot in common with computer programs, and it has become apparent that the basic architecture and mechanisms that I have used and/or developed for my portable wargame are capable of being transferred from their original historical period to another without too many problems and/or loss of functionality. The work that Ross Mac and I have written blog entries about over the past few months has shown that to be true, hence the change from 'the portable wargame' to 'The Portable Wargame'.

PS. You might have noticed that the label has always identified it thus ... but that was its choice, not mine!

4 comments:

I think there's definitely a lot to be said for simple rules that can be adapted to a variety of circumstances. I think that that might be some of the attraction of much modded rules like TSATF, Command & Colours, Volley & Bayonet and the like.

The move towards using simple and adaptable rules is - to my mind - the only way forward for a lot of wargamers. Simple does not mean that they are any less enjoyable to use or any less historically correct; the latter is much more a function of good design.

I would also add HOTT (and to a lesser extent, DBA) to your list of much modified rules that many wargamers use.

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The First Rule of Wargaming and the Spirit of the Wargame

The First Rule:

‘Nothing can be done contrary to what could or would be done in actual war.'

- From 'The Rules of the Naval War Game' by Fred T Jane

The Spirit of the Wargame:

‘Wargames are played, for the most part, without the supervision of an umpire. The game relies on the integrity of the individual players to show consideration for other players and to abide by the rules. All players should conduct themselves in a disciplined manner, demonstrating courtesy and sportsmanship at all times, irrespective of how competitive they may be. This is the spirit of the wargame.’

- Adapted from 'The Spirit of the Game' in 'The Rules of Golf' as published by the R&A Ltd.

About Me

I have been wargaming for as long as I can remember. One of the first toys that I was bought was a wooden fort that was garrisoned by assorted lead soldiers ... and I have never looked back!
The first wargames book I bought was CHARGE! (although I had taken out [and repeatedly read] Donald Featherstone's WAR GAMES book beforehand [and many thanks to John Curry for republishing it!]).
My first 20mm figures were the good old Airfix Guards Infantry and Band (in shocking pink!), soon followed by others as they were released, and by 1968, when I bought my first metal Hinton Hunt 20mm figures, I had a large collection of World War II figures, tanks, guns, and aircraft.
I was a founder member of WARGAME DEVELOPMENTS and have been the treasurer and membership secretary ever since. I have also organised – along with Tim Gow - the annual conference (COW – Conference of Wargamers) for the past ten years.
My main interests are wargaming any wars from 1850 onwards, although I have a special interest in Colonial, the Spanish Civil War, and World War II wargaming.
I also have a special interest in wargames that use square or hex grids for movement and weapon ranges.